Game-Based Learning (GBL)
This workshop pulls together technology enhanced learning solutions and experiences aimed at the health and emergency sectors, coming from different EU projects and presents the state of the art of technologies applied in real world scenarios. It will represent a space for discussing how to concretely exploit projects’ outcomes into real health and emergency practice and how to concretely make eHealth work.
Through a discussion of concrete business scenarios, together with healthcare and emergency practitioners, this workshop aims at bringing together research and market needs for reflecting on sustainable solutions that guarantee a high impact in real working settings. In other words, this workshop is conceived for people creating solutions to present their work to people from practice interested in these solutions and vice versa.
MIRROR, IMEAL and Rehab@Home, the supporting projects, invite up to 8 other projects to join this interactive workshop and to contribute with their results.
The Great Lisbon International Conference on Games & Tel is announcing its call for submissions.
Submissions for the Great Lisbon International Conference on Games & Tel, to be held in Lisbon on the 15th and 16th of September 2013, are open until the 28th June 2013.
There are two types of submissions:
Single papers present innovative research or practice projects. Presentation time 15 minutes per contribution including time for questions and discussion. Oral presentations will be composed of coherent groups by the program committee.
Posters are short research or innovative practice presentations displayed on large printed boards (1.20 x 0.84 meter; portrait format). Poster sessions will be 45 or 60 minutes long. At each poster session, many authors simultaneously present their posters and the audience circulates and stops to discuss posters of particular interest with the authors. Presenters of the posters are kindly asked to bring handouts on their poster to the session for interested visitors.
For more information please visit the conference submissions' section
You can now register to attend the Great Lisbon International Conference on Games & Tel that will be held in Lisbon on 15th and 16th of September 2013.
This conference will explore the new trends in Europe on the development of structured learning development of behavioral skills using digital fun games.
The paradigm shift in learning is an opportunity to blow the collaborative work of thematic networks in lifelong learning. And for that, the path should be, to give it priority in our lives and in our daily activities. Joining forces from various sources in a common field of battle by learning interests with eyes on the future.
In order to prepare ourselves to a digital inclusive era in 2020, we must bear in mind how GBL is able to avoid digital exclusion and define what must be considered as a methodology or a learning process and how games might help to achieve educational purposes. Do you have the same sort of precautions on the subject?
Changes have to occur in training/learning programs to incorporate new learning modules; designers and producers have to work with trainers/teachers/educators and employers must participate in defining their needs.
With intent to receive your testimonials / comments and consider adding value to an European collective effort we take charge on the GREAT Conference in Lisbon on 15 and 16 September. Join GAMES&TEL with your eyes focused on the E&T 2020 issues.
To have contact with the GBL method is to know the new trends in Europe (and, come to discover, in the world) on the development of structured learning development of behavioral skills using digital fun games. (Designed to break away from serious games or gaming).
One should maintain openness to different perspectives and assume that the European practice is still very early adopter lacking depth and investment.
With intent to receive your testimonials/comments and consider adding value to an European collective effort we take charge on the GREAT Conference in Lisbon on 15 and 16 September. Join GAMES&TEL with your eyes focused on the E&T 2020 issues.
Issue number 33 of eLearning Papers focuses on the challenges and future of Massive Open Online Courses (MOOCs), a trend in education that has skyrocketed since 2008.
Guest edited by Dr Yishay Mor, Senior Lecturer at the Open University's Institute of Educational Technology (UK), and Tapio Koskinen, Director of the eLearning Papers Editorial Board, MOOCs and Beyond seeks to both generate debate and present a variety of perspectives about this new popular learning model.
The emergence of MOOCs poses a set of challenges to the educational community. This new special issue of eLearning Papers aims to shed light on the way these online courses affect both education institutions and learners, and tries to find answers to some of the questions confronted by teachers and researchers.
Among other topics, eLearning Papers 33 explores whether MOOCs may be a viable solution for education in developing countries and analyses the role of these emerging courses in the education system, especially in higher education. Furthermore, valuable examples from the field are presented, such as the quad-blogging concept and a game-based MOOC developed to promote entrepreneurship education.
This issue includes 4 In-Depth articles and 6 From the Field ones:
- The Impact and Reach of MOOCs: A Developing Countries’ Perspective by Tharindu Liyanagunawardena, Shirley Williams and Andrew Adams
- MOOCs and disruptive innovation: Implications for higher education by Li Yuan and Stephen Powell
- The Next Game Changer: The Historical Antecedents of the MOOC Movement in Education by David T. Boven
- MOOC Design Principles. A Pedagogical Approach from the Learner’s Perspective by Lourdes Guàrdia, Marcelo Maina and Albert Sangrà
From the field articles
- MOOCs are More Social than You Believe by Jan Blom, Himanshu Verma, Nan Li, Afroditi Skevi and Pierre Dillenbourg
- Realising the Potential of Peer-to-Peer Learning: Taming a MOOC with Social Media by Emily Purser, Angela Towndrow and Ary Aranguiz
- Learning from Open Design: Running a Learning Design MOOC by Patrick McAndrew
- Quad-blogging: Promoting Peer-to- Peer Learning in a MOOC by Angela Towndrow, Ary Aranguiz, Emily Purser and Madhura Pradhan
- Game Based Learning MOOC. Promoting Entrepreneurship Education by Margarida Romero
- The AlphaMOOC: Building a Massive Open Online Course One Graduate Student at a Time by Carmen McCallum, Stephen Thomas and Julie C. Libarkin
Promoting entrepreneurship could help society overcome the crisis. At the same time, MOOCs could allow a large number of participants to enrol in entrepreneurship education.
This case study introduces the Introduction to Entrepreneurship MOOC, which takes advantage of Game Based Learning for developing entrepreneurship through an active based methodology in a MOOC open to anyone, anywhere.
“The Industry and Policy Context for Digital Games for Empowerment and Inclusion: Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification” is a report published by the European Commission’s Joint Research Centre (JRC) in 2013 aiming to help policy makers and other stakeholders in their decisions about the potential contribution to economic and social goals of the creative, cultural and technological industries that develop digital games and gamification.
The effective use of Digital Games for Empowerment & Inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the videogames industry, and an emerging “serious games” industry.
The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The “serious games” industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors.
These actors are trying to develop knowledge, products, services and a market for the use of digital games and products inspired by digital games for a range of non-leisure applications.
Authored by James Stewart and Gianluca Misuraca, from the Institute for Prospective Technological Studies (IPTS), the report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution these actors could make to exploiting digital games for empowerment and social inclusion.
Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.
Information and media literacy and knowledge management
Information and media literacy and lifelong learning
Information and media literacy in different cultures and environm
Information and media literacy and emerging technologies and tools (Web 2.0)
Information and media literacy in the future (Web 3.0, mobile technologies)
Gamification of learning and education
Information and media literacy and legislation, copyrights
Information and media literacy and libraries
Collaborative learning through technology
Digital badges in learning and education
Blended learning trends
Assessment and evaluation of learning process (Learning analytics)
Thanks to the grant from the CEI (Central European Initiative) we are able to offer special fees.
First 18 participants from the CEI countries whose abstracts will be chosen by the program committee, we have a special offer:
Bottom-Line Performance will host two ‘Game-based Learning’ webinars on 26 March and 25 April 2013.
Most adult learners have had enough of Powerpoint slides, standard eLearning courses and instructor-led training. Gamification sometimes helps create a different work and learning environment by taking game elements (like points, badges, leaderboards, competition, achievements) and applying them to non-game settings. But many such initiatives fail because they don’t properly incorporate ‘fun’ into training programs. Tune into these two webinars to learn how gamification and game-based learning can succeed.
BrainPOP creates animated, curriculum-based content that students can interact with at school, at home, and on mobile devices. Resources are designed to support both educators and students, and include everything from movies to mobile apps on a variety of subjects ranging from Maths to Social Studies.